Here is a simple starting position. Alpha max controls max grout distance between regions and some turbulence to distort edges.

You can add more variations to regions using IFW2 color region tools or some waveforms to bevel input.
You can make each brick with individual image texture too - just connect 2D image output to color inputs of IFW2_RegionColorSW node.

JBT27

05-23-2012, 02:08 PM

Many thanks. RJJ also responded to email with some ideas, which were along these lines.

But even here the physical width of the brick is still fairly even. A procedural that mimicked ancient stone walls, with greatly varying widths and even heights, would be really handy. Maybe there is one ... but IFW is so good it struck me that it's the one variable it's missing.

Thanks again.

Julian.

Sanchon

05-23-2012, 02:27 PM

No problem. Maybe the best thing in this situation is to make 2D alpha image by hand in PS to simulating uneven spacing with some distortions ? Some time ago I had situation with non-standard bricks, stones and painting the mask was an only way to do it.

JBT27

05-24-2012, 03:12 AM

Agreed. We tend to need to do more ancient walls than not, so this is often the case - luckily we have alot of Medieval and even Roman walls around here, and for the last job, I photographed some and made large plates of uneven stonework, using the shapes and the colours derived from those walls.